Game board



Dec. 2, 1952 Filed Sept. 5, 1949 T. P. HOUSLEY GAME BOARD 2 SHEETS-SHEET l 3 SLBVd 15 SEIOLOW THOMAS P. HOUSLEY Patented Dec. 2, 1952 UNITED STATES PATENT OFFICE GAME BOARD Thomas P. Hensley, Elkins Park, Pa.

Application September 3, 1949, Serial No..113,951

.(Cl. 273I34) 3 Claims. 1

This invention relates to a-game and has for an object to provide a game wherein the players simulate competing manufacturers in the assembl or construction of automobiles or other assembly line products in a market wherein there is keen competition for theraw materials orparts used in-the manufacture of the automobiles'or other products.

Afurther object of this invention is to, provide a game wherein both chance, skill, and judgment enter into the play in a manner similar tozthat in actual business.

A further object ofthis invention is toprovide a pair of dice,.one of which is a numbersdie, .and the other of which has indicia representing .different simulated business conditions, and the skill and judgement enters in the manner that the player makes useof-the indicia to either advance the game .piece he believes most appropriate under the conditionsoi theplay, or to .retardaon'e' of the playing .pieces of eitheroneof the other players.

A further object of thisinventionis'to provide.

a game board so.:laid .out-thateachl;player;can control all ofv his..pieces,;and whercincertain of his pieces are subject torreverse control :by his neighboring player on one side,.and..the.others of his pieces are sulojectgtov reversecontrol .byhis other neighboring player, :and .yet, when such reverse control isexercisecl, itmay turnzcut to.be

actually advantageous to the player.

While the game hasbeen illustrated as simulating the manufactureof automobiles, it may equally be used tosimulate the manufacture of other types of assembly .line products, such as boats, airplanes, railroad cars andlocomotives, and household. app1iances,.as. radios, kitchen and laundry equipment, television sets,.etc.

A further objectof this'invention istoprovide a game having a; game board which may beplaycd be fitted on a card tableandplayed thereom but also may be made to played on any table.

With the foregoing and other objects in view, as will hereinafter become apparentg'thisvinvention comprises the constructions, combinations and arrangement'of parts hereinafter set forth, claimed and illustrated in the accompanying drawing, wherein:

Fig. l'isa plan View of thegame board vof sthis invention' Fig. 2 is an enlarged fragmentary viewsof'zthe gameboard with some pieces in play thereon.

Fig. 3 is a plan and'laid outviewof-the spotted numbered, orchance die.

Fig. 4 is a plan and laid out view of the business hazard die.

Fig. 5 is a perspective view: of the frametgame piece.

Fig. 6 is a perspective view of the wheel game piece.

Fig. '7 is'a perspective viewof the motor game piece.

Fig. '8 is a perspective view of the steering posts game piece.

Fig. 9 is a perspective view of the body game piece.

Fig. 10 is a sectional elevational view of the game pieces assembled into a finished automobile.

The purpose of the game is tobe thefirst -to assemble the requisite numbers of completely assembled automobiles-usually agreed on as five.

The parts of-thegame consistsof'thegameboard H3 havingthe.playing-surfacelaid outas illustrated, and the playing piecesconsisting of the frame or chassis i l,-.the-Whee1s I 2 the motors l3, and steering posts :i land the bodies [5, all of which, when properly-assembled according to the rules of the game, make up the completed automobile iE. In addition there are the two dice, the chance numberindicia diell and-the business hazard die it, "bearing busincss hazards indicia thereon as illustrated, a'nd described hereinafter .in the rules of the :game. When five automobiles 56 are set as the winning number, then-it is practical to provide the following:num bers of each of v the game pieces of parts; iforty chassis or frames l I; thirty-six-wheels l2, thirtytwo motors l3, thirty-two steering wheels or. posts Ill andtwenty-four. bodies [5.

Each player assumes the identity of a manufacturer and instead of Auto #1 etc. any automobile trade name may be substituted on the gameboard, as manufactured, four different names being used.

The Assembly-Line game is best played by four players, so that the general conditions for all players are equalized. If less than four, one player should operate two assembly lines.

The spirit of the game In the playing of Assembly-Line you will experience the thrill of mass-production of automobiles. You will meet and overcome problems of supply which simulate those that actual producers experience to keep their assembly lines moving. And, too, you will try out many of the business principles employed in conducting actual business, and see before your eyes how they apply and work out.

In the game you are a businessman. You will assemble automobiles and determine the movement of parts to your assembly-line. You will be helped. or hindered in this business both by normal hazards in business as shown on the hazard die, and also by the competitive actions of the other three business men.

Object of the game The game consists of moving parts from the parts manufacturing plants 2| and 22 (located in the corners of the board to the left and right of each player) to the assembly stations 23 alongside each players assembly-line 24. The area 26 in between is called the en route area.

Then it consists of moving parts from the assembly stations 23 onto the chassis on the assembly-line 24; and then moving the assemblyline 24 forward to deposit assembled automobiles IS in the storage and shipping department (center diamond) 27.

Each players automobile factory 25 is bounded by the heavy lines which encompass the assembly-line 24 and the assembly stations 23.

The business man who assembles a predetermined number of cars I6 first, wins the game. A good number for this goal is five, but it may be whatever number the players mutually agree upon-any number from one to twenty-one.

Distribute the parts Deposit equal number of parts in the four corner parts manufacturing plants 2| and 22: Bodies l and motors I3 in two diagonal corners 2|, as marked on the playing board, and wheels |2 and steering posts M in the other two corners 22. Colors of the bodies |5 are varied so as to simulate regular automobile production. Put equal assortment in the two body parts manufacturing plants 2|. Place three frames II on each assembly-line 24 on the three spaces nearest the edge of the playing board, and the remainder of the frames l in the center diamond 21.

Start to play The player who rolls the highest number on the spotted die I! starts the game. He rolls then both the hazard die I8 and the spotted die I l, for his first turn. The playing thereafter goes to the left.

Select from the parts manufacturing plants 2| and 22 the part you judge you will need first in making automobile assemblies It on your as sembly-line 24, and move it toward your line the number of spaces shown on the spotted die.

4 At the same time be directed by the instructions indicated by the hazard die l8. Thereafter select parts in the order you judge your line will be in greatest need. The parts must arrive at their respective assembly stations 23, as marked on the playing board, alongside your assembly-line 24.

Rules 1. Parts may move along any selected path in the en route area 26 to the assembly lines 24, except diagonally, but must stay in the quarter of the playing board it starts out in. A part cannot cross an assembly-line 24.

2. One right angle turn (and only one) may be made by a part in any one move of the part.

3. A part must be moved the total number of spaces as shown on the die I! or else the part cannot be moved, but the player must move some part. When you cannot move a part to your advantage in the en route 26 areas adjacent to your assembly-line 24, you have the opportunity to move one of your competitors parts, in the other en route 26 areas, to his disadvantage. You may even move his part all the way back into his parts manufacturing plant 2| or 22.

4. A part may move across a space occupied by any other part, but it may not stop on an occupied space in the en route area 26.

5. In the assembly stations adjacent to the assembly-line, similar parts may be piled up to a total of three each. Parts may be stored only in their respective assembly stations 23.

6. Parts stored in the assembly stations are Safe, and cannot be moved by any other player as can be done with parts in the en route areas 26.

7. A part may be moved through its assembly station 23 right onto the assembly-line 24, if the count on the spotted die I! and the spaces to be moved correspond, and provided that less than three parts are in storage in that assembly station at the time.

8. No chassis may move from an adjacent assembly station 23 until equipped with the proper part from that station 23. No part may be assembled to any chassis except when at the assembly station 23. When all chassis II are equipped with parts from the adjacent assembly station 23, the line is said to be readied to move forward in accordance with Rule 9.

9. Movement of assembZy-line.-In the en route area 26 one part must move the full count shown on the die ll, but in the assembly factory area 25 a number of parts, equal to the number on the die ll, must each be moved one space. Each part moved from an assembly station 23 and assembled to a chassis II on the assemblyline 24 counts one. A move forward one space of the Whole readied line counts one. Thus, for example, with 5 spots showing on the die you may assemble three parts to chassis move the Whole readied line forward one space, and then assemble one more part to a chassis then alongside the assembly stations 23. Or, you may move any other such combination of moves to equal the number on the die.

The full count on the die l1 must be used up inside your assembly factory 25 if you make any move there.

The assembly-line 24 may be moved forward only when the whole line is readied. When it is moved forward, one space at a time, add a new frame II on the end of the line. There must be no breaks in the line. Assume that the chassis H are on an endless chain.

amen-e2 The number of spaces movedare as shown by the spotted die H. The special die isthe business hazard die I8, andspecifies the business conditions affecting your move, and are as follows:

Striker-Your assembly-line men have :gone onStrike. For this turn you must not vdo any assembling nor moveyour assembly-line 24, nor moveparts into your assembly stations 23.

Price reduction.Your car Price Reduction Policy hasi-broughtyou more orders. Take another turn on die Do not reroll the business hazard I8 die on this extra turn.

Break-down.-Your parts manufacturing plants 2| and 22 have suffered Machinery Break down. For this turn you must not start any more parts from the parts manufacturing plants 2| and 22.

Stock M arket.--Your stock on the Stock Market has taken a sharp drop in anticipation of lower future earnings. Move only one space regardless of the number shown on the die.

DeaZers.The service policy of your Dealers has improved the customer demand for your automobiles. Take two more turns of die Do not reroll the business hazard die l8 on these two extra turns.

Nothing.-You have done Nothing, and no outside condition has done anything, to improve or disimprove your business. Just take what the die shows.

Re-invest You may re-lnvest the proceeds (cost plus profit) from the sale of a fully assembled automobile IB from your stock of cars in your storage and shipping department 21.

To do so, return the parts of one (only one per turn) assembled automobile IE to their respective parts manufacturing plants 2| and 22. This deducts one from your score. For this "plowing back you may take twenty-one moves of parts distributed among one, two, three, four, or five parts and/or assembly-line moves. You may not move one part more than once, and the sequence of moves of your assembly-line 24 not more than twice.

A player may make this re-investment only after completing his regular turn and by calling Reinvest before the next player rolls the die for his turn.

Re-investing is best done when the distribution of parts in the "en route areas is such as to assure a quick profit from the re-investment, by being able to divert available parts into your assemblyline 24, and thus assemble more automobiles l6.

Note.-The parts of assembled automobiles It may be returned to their respective parts manufacturing plants 2| and 22 at any time without advantage or penalty when it is to satisfy the need for additional parts, as when the goal for game is beyond the number of parts in the set. Removal of parts from the storage and shipping department 21 for this reason does not alter the player's score, and care must be exercised to keep the score count correct.

Try out business theories You can get additional fun and interest in the playing of assembly-line by trying out several theories of doing business, as:

(a) Concentrate all your efforts and moves to supplying and operating your own assembly-line 6 and ignore and avoi'd tne moves :and :plans for your competitors.

(1)) Divert toward yourassembly-line any of the parts en-route that you can. Study to move the parts for your assembly-line in such a way as to-lessen-the likelihood-of youricompetitors diverting themto their lines.

c)Apply your major efforts 'to upsetting the plans of your competitors so as to -.check their progress and even to push them back. And apply your minor eflorts to slowly and steadily supplying and operating your assembly-line.

(11) You will probably find that neither one of these business policies assures your success, and you could try out a policy which would be a composite of all of them. Or you could elect to apply parts of these policies only when special opportune advantages present themselves, or to inflict a disadvantage in retaliation for one you were made to suffer.

(e) You could study and develop a business policy especially suited to your personal likings and ideals, or in accordance with your beliefs of how business should be run.

While the preferred form of this game has been disclosed and illustrated, it is understood that changes in size, arrangement and constructions of parts may be made within the scope of what is hereinafter claimed without departing from the spirit of this invention.

What is claimed is:

1. A game board for a game simulating the assembly line manufacture of articles comprising a board having thereon four marginal edge portions, a central area intermediate said edge portions for the reception of assembled articles, assembly line paths each extending respectively from one of said marginal edges to said central area, each of said assembly line paths being divided into a plurality of alined blocks, sub-assembly stations disposed in spaced relation along opposite margins of each of said assembly line paths, and a plurality of parts areas respectively interposed between the outer ends of said assembly line paths and having connecting paths interposed on each side of said parts areas between said parts areas and said sub-assembly stations.

2. A game board for a game simulating the assembly line manufacture of articles comprising a board having thereon four marginal edge portions, a central area intermediate said edge portions for the reception of assembled articles, assembly line paths extending respectively from each of said marginal edges to said central area, each of said assembly line paths being divided into a plurality of alined blocks, a barrier section along each side of each of said assembly line paths, sub-assembly stations in spaced relation in said barrier sections and providing access to the assembly line paths, parts areas spaced from the outer ends of said assembly line paths, and connecting paths interposed on each side of said assembly line paths between said parts areas and said sub-assembly stations.

3. A game board for a game simulating the assembly line manufacture of automobiles from simulated components including chassis, wheels, motors, steering posts and bodies comprisin a board having thereon four marginal edge portions, a central area intermediate said edge portions for the reception of assembled simulated automobiles, assembly line paths extending respectively from each of said marginal edges to said central area, each of said assembly line paths being divided into a plurality of alined blocks, a

7 barrier section along each of said assembly line REFERENCES CITED paths sub'assembly stations in Spaced relauon The following references are of record in the in said barrier sections and providing access to me of this patent:

the assembly line paths, spaced pairs of different parts areas respectively spaced from the outer 5 UNITED STATES PATENTS end of said assembly line paths, and connecting Number Name Date paths interposed on each side of said assembly 1,769,726 Walker July 1, 1930 line paths between said parts areas and said as- 2,026,082 Darrow Dec. 31, 1935 sembly line paths. 2,277,301 Channer Mar. 24, 1942 10 2,282,128 Gubbins May 5, 1942 THOMAS HOUSLEY- 2,290,669 Bowie July 21, 1942 2,368,896 Stewart Feb. 6, 1945 2,456,098 Wheeler Dec. 14, 1948 

